Approximately up weapons list

Weapon types overview

Approximately Up screenshot - weapons list
Source: Steam

The Approximately Up weapons list is really a list of ship-mounted gear. The official description does not confirm dedicated weapon types; instead, it centers on a fully modular spaceship built from whatever bolts together long enough to fly. This page treats all confirmed equipment and thrusters as your gear pool.

Gear exists to push your ship further, keep it connected, and complete objective-based missions. None of the confirmed modules are projectile weapons or turrets, and the 22 achievements track travel, survival, and distance rather than combat kills.

  • Propulsion gear: anything that moves the ship, led by the confirmed giant thrusters.
  • Connection gear: cables and similar link modules that keep a bolted-together build functioning.
  • Mission loadouts: arrangements of the same modular parts, tuned to each objective's demands.

Known modules: thrusters, cables, and more

Mount giant thrusters, annoying cables, and everything in between.

Only two modules are confirmed by name, but both define the builder's personality.Giant thrusters are the signature propulsion module, and the "giant" part matters: they are big, powerful, and likely the first thing you bolt on when a mission demands raw speed.Annoying cables are the connective tissue of your ship, and the official wording suggests they earn the name once you route them through a crowded hull.

  • Giant thrusters: headline propulsion module, tied to the Need For Thrust achievement for reaching 1,000,000 m/s.
  • Annoying cables: connection-focused modules directly named in the official description, expected to clutter your build and create crew debates.
  • Everything in between: the modular builder lets you attach whatever fits, and Steam Workshop support means community-created parts and layouts can expand the gear pool.

How to unlock modules and equipment

Unlocks are driven by objectives, not by a shop or tech tree. The achievement list maps the flow: complete the Tutorial Completed achievement first, then hit First Milestone by finishing your first objective, then chase One Step Further by discovering a new planet.

As you complete missions, your equipment gets tested in new environments: a solar storm, a Black Hole Tunnel, or the bottom of Green Trench. Each location demands a different arrangement of the same modular parts.

  • Finish the tutorial before judging any module, since it teaches attachment and the Time Rewind tool.
  • Complete objectives in order, because milestones gate your exposure to later planets and threats.
  • Use Time Rewind freely while learning, but know that achievements like No Rewinds! require finishes without it.

Since you can save anytime, test a risky build, save before an objective, and rewind if the ship falls apart. Treat every failed launch as a free lesson in what actually bolts together long enough to fly.

Notable equipment and related achievements

The achievements most tied to gear performance are Need For Thrust,Golden Thruster, and When The Thrusters Go Quiet.Golden Thruster asks you to complete every objective without using Time Rewind, which demands a reliable build from the first launch.When The Thrusters Go Quiet is the full mastery run, and Need For Thrust is the pure speed benchmark.

Other achievements read as equipment stress tests.Houston, We Have A Submarine requires 1000m below sea level,Almost Crispy asks you to get within 1,000,000 meters of the Sun and survive, and Small But Spicy pushes you to 100,000 meters from the Red Dwarf. These runs test control, durability, and heat tolerance, not firepower.

  • Need For Thrust: a pure propulsion challenge, so prioritize thrusters and keep the build lean.
  • Golden Thruster: the no-rewind mastery run, where your whole loadout must survive every objective on the first attempt.
  • Almost Crispy and Small But Spicy: proximity challenges that prove your gear can handle extreme environments.

Tips for using gear in co-op play

Approximately Up supports co-op multiplayer and online co-op, and the pitch literally invites you to argue with your crew. Most disagreements will happen at the build screen: one player wants maximum speed, another wants a stable frame, and the annoying cables sit between them.

  • Assign roles before bolting anything on, so one player owns the thruster layout and another owns cable routing.
  • Decide the loadout before launch: a solar storm run and a deep-sea dive want different arrangements of the same parts.
  • Make Time Rewind a crew decision, since using it quietly can block No Rewinds! or Golden Thruster for the whole run.
  • For speed-oriented co-op sessions, keep the build focused on thrust essentials and add decorative modules on calmer planets.

Tackle Need For Thrust as a dedicated crew run. Strip the ship down to its most basic frame, bolt on the biggest thrusters, and skip side objectives until the speed marker is done.

Weapons & gear

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